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1.
An overall assessment of phobic fear requires not only a verbal self-report of fear but also an assessment of behavioral and physiological responses. Virtual reality can be used to simulate realistic (phobic) situations and therefore should be useful for inducing emotions in a controlled, standardized way. Verbal and physiological fear reactions were examined in 15 highly tunnel-fearful and 15 matched control participants in 3 virtual driving scenarios: an open environment, a partially open tunnel (gallery), and a closed tunnel. Highly tunnel-fearful participants were characterized by elevated fear responses specifically during tunnel drives as reflected in verbal fear ratings, heart rate reactions, and startle responses. Heart rate and fear ratings differentiated highly tunnel-fearful from control participants with an accuracy of 88% and 93%, respectively. Results indicate that virtual environments are valuable tools for the assessment of fear reactions and should be used in future experimental research. 相似文献
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We report on the use of our Sniffy program to teach operant conditioning to 900 introductory psychology students. The simulation is designed primarily to teach the principles of shaping and partial reinforcement in an operant chamber. Advanced features are provided for exploring modeling issues and the learning parameters of the model. Students observe the rat’s pretraining behaviors, shape barpressing, and explore the effects of partial reinforcement schedules on a cumulative record. Any of 30 actions can be trained to occur in specific locations in the Skinner box. This paper summarizes details about the software, interface, and instructional objectives. 相似文献
4.
James E. Cutting 《Behavior research methods》1997,29(1):27-36
If virtual reality systems are to make good on their name, designers must know how people perceive space in natural environments, in photographs, and in cinema. Perceivers understand the layout of a cluttered natural environment through the use of nine or more sources of information, each based on different assumptions—occlusion, height in the visual field, relative size, relative density, aerial perspective, binocular disparities, accommodation, convergence, and motion perspective. The relative utility of these sources at different distances is compared, using their ordinal depth-threshold functions. From these, three classes of space around a moving observer are postulated: personal space, action space, and vista space. Within each, a smaller number of sources act in consort, with different relative strengths. Given the general ordinality of the sources, these spaces are likely to be affine in character, stretching and collapsing with viewing conditions. One of these conditions is controlled by lens length in photography and cinematography or by field-of-view commands in computer graphics. These have striking effects on many of these sources of information and, consequently, on how the layout of a scene is perceived. 相似文献
5.
We have developed a virtual reality (VR) system that integrates a three-dimensional tracking device with a video-capture VR platform to record upper limb movements. The influence of target velocity on planning and execution of reaching movements was studied in five healthy subjects. Our initial results suggest that a target's velocity is considered when planning an interceptive action and that a hand reaching toward a moving virtual target is controlled in a similar way to how it is in the real visual environment. 相似文献
6.
In this essay I critique a particular reading of Bergson that places an excessive weight on the concept of the ‘virtual’. Driven by the popularity of Deleuze’s use of the virtual, this image of Bergson (seen especially through his text of 1896,
Matter and Memory, where the idea is introduced) generates an imbalance that fails to recognise the importance of concepts of actuality, like space or psychology, in his other works. In fact, I argue that the virtual is not the key concept for Bergsonism and
that there is a good deal of evidence in Bergson’s other writings, especially those connected with his actualist notion of
‘refraction’, to think of him as a perspectivist philosopher. Moreover, it will be seen that Virtualism resides within an economy of
reflection that is subsumed within the broader paradigm of Actualist refraction. Taking these optical metaphors seriously, the virtual
becomes a perspectival image seen from an actual position, or rather, an interacting set of actual positions. This interaction
is termed ‘virtualization’, denoting the substitution of a substantive conception with a processual one. In the first two parts of the essay, I direct
my remarks more towards Deleuzian readings of the actual rather than Deleuze himself (Deleuze is so open about the biases
he brings to his reading of Bergson as to be beyond criticism). In the second two sections, I pursue a philosophical argument
for the probity of a non-Virtualist position as such within philosophy, based upon the concept of refraction. This is done
not only because it is important that we remain open to other readings of Bergson that are not so heavily mediated in one
direction, but also in view of the power of refraction as a new concept for reconciling actual modes such as molar identity,
the present, and extension, with their virtual opposites. 相似文献
7.
Azucena Garcia-Palacios Hunter G Hoffman Todd R Richards Eric J Seibel Sam R Sharar 《Cyberpsychology & behavior》2007,10(3):485-488
The present case series with two patients explored whether virtual reality (VR) distraction could reduce claustrophobia symptoms during a mock magnetic resonance imaging (MRI) brain scan. Two patients who met DSM-IV criteria for specific phobia, situational type (i.e., claustrophobia) reported high levels of anxiety during a mock 10-min MRI procedure with no VR, and asked to terminate the scan early. The patients were randomly assigned to receive either VR or music distraction for their second scan attempt. When immersed in an illusory three-dimensional (3D) virtual world named SnowWorld, patient 1 was able to complete a 10-min mock scan with low anxiety and reported an increase in self-efficacy afterwards. Patient 2 received "music only" distraction during her second scan but was still not able to complete a 10-min scan and asked to terminate her second scan early. These results suggest that immersive VR may prove effective at temporarily reducing claustrophobia symptoms during MRI scans and music may prove less effective. 相似文献
8.
Treatment and rehabilitation of the cognitive, psychological, and motor sequelae of central nervous system dysfunction often relies on assessment instruments to inform diagnosis and to track changes in clinical status. Typically, these assessments employ paper-and-pencil psychometrics, hands-on analog/computer tests, and rating of behavior within the context of real-world functional environments. Virtual reality offers the option to produce and distribute identical "standard" simulation environments in which performance can be measured and rehabilitated. Within such digital scenarios, normative data can be accumulated for performance comparisons needed for assessment/diagnosis and for treatment/rehabilitation purposes. In this manner, reusable archetypic virtual environments constructed for one purpose can also be applied for applications addressing other clinical targets. This article will provide a review of such a retooling approach using a virtual classroom simulation that was originally developed as a controlled stimulus environment in which attention processes could be systematically assessed in children with attention-deficit/hyperactivity disorder. This system is now being applied to other clinical targets including the development of tests that address other cognitive functions, eye movement under distraction conditions, social anxiety disorder, and the creation of an earthquake safety training application for children with developmental and learning disabilities. 相似文献
9.
Hayashibe K 《Perceptual and motor skills》2002,95(2):573-582
This study examined how well reality was reproduced in several conditions of virtual reality, by mutually comparing the perception of distance in actual 3-dimensional space and 3-dimensional video-recorded space. Apparent distances in both indoor and outdoor situations were estimated by 10 adolescents. Analysis showed that relations between apparent distance and physical distance in the actual spaces both in indoor and outdoor situations are described by 0.95 and 1.01 power exponents, respectively. On the other hand, the underestimations of the apparent distance are shown in the 3-dimensional video-recorded and the virtual reality spaces both in indoor and outdoor situations whose exponents ranged from .53 to .80. 相似文献
10.
Lisa K Simone Maria T Schultheis Jose Rebimbas Scott R Millis 《Cyberpsychology & behavior》2006,9(5):591-602
The use of virtual environments with head-mounted displays (HMDs) offers unique assets to the evaluation and therapy of clinical populations. However, research examining the effects of this technology on clinical populations is sparse. Understanding how wearers interact with the HMD is vital. Discomfort leads to altered use of the HMD that could confound performance measures; the very measures which might be used as tools for clinical decision making. The current study is a post-hoc analysis of the relationship between HMD use and HMD comfort. The analysis was conducted to examine contributing factors for a high incidence of simulator sickness observed in an HMD-based driving simulator. Pearson correlation analysis was used to evaluate objective and subjective measures of HMD performance and self-reported user comfort ratings. The results indicated weak correlations between these variables, indicating the complexity of quantifying user discomfort and HMD performance. Comparison of two case studies detailing user behavior in the virtual environment demonstrates that selected variables may not capture how individuals use the HMD. The validity and usefulness of the HMD-based virtual environments must be understood to fully reap the benefits of virtual reality (VR) in rehabilitation medicine. 相似文献
11.
With excitement surrounding the publication of the human genome, scientists have set out to uncover the functions of specific
genes. This special issue on Genes, Brain, and Behavior attempts to present research strategies that connect major avenues
of genetic research across disciplines. For example, anatomical information provided by brain imaging can serve as a convenient
link between anatomical abnormalities seen in knockout/transgenic mouse models and abnormal patterns of brain activity seen
in certain patient populations. Identifying genetic risk factors for disorders with carefully designed cognitive assays is
another strategy that has gained increasing attention. These approaches are being combined with behavioral studies of mouse
models of gene function. Alone, each of these approaches provides limited information on gene function in complex human behavior,
but together, they are forming bridges between animal models and human psychiatric disorders. 相似文献
12.
In the present study, an implicit strategy manipulation was used to explore the contribution of memory strategy to brain activation and behavioral performance. Participants were biased to use either a short-term (maintenance-focused) or long-term (retrieval-focused) memory strategy within a single memory task through manipulation of task context. In comparing directly matched trials across the different task contexts, we observed clear changes in both behavioral performance and brain activity across a network of regions located primarily within lateral and medial frontal cortex. These effects of the memory strategy manipulation suggest that when a retrieval-focused strategy is induced, mnemonic processes are preferentially engaged during the encoding period. In contrast, when a maintenance-focused strategy is induced, mnemonic processes are preferentially engaged during the delay and response periods. Taken together, the results imply that covert cognitive strategies play an important role in modulating brain activation and behavior during memory tasks. 相似文献
13.
Eyal Peer 《Transportation Research Part F: Traffic Psychology and Behaviour》2011,14(6):543-554
When drivers are asked to estimate how much time can be saved by increasing speed, they generally underestimate the time saved when increasing from a relatively low speed and overestimate the time saved when increasing from a relatively high speed. This time-saving bias has been demonstrated to affect drivers’ estimations of driving speed as well as drivers’ personal choice of speed. Specifically, drivers with a high time-saving bias chose unduly high speeds, which sometimes results in speeding, more frequently than drivers with a lower degree of the bias. This study sought to determine whether this relationship would be mediated by individual differences in driving behavior – including drivers’ attitudes, norms and habits regarding speeding behavior as well as their level of aberrant driving behavior (committing aggressive or ordinary violations, errors or lapses in driving, measured by the Driver Behaviour Questionnaire). The results showed that the time-saving bias predicted estimations of required speed better than any of these factors, and also better than drivers’ age, gender, education and income, as well as the number of years they have had a license and their monthly driving kilometrage, their prior speeding violations and crash involvement. In predicting drivers’ personal speed choices, the time-saving bias was second only to the frequency of committing ordinary violations. 相似文献
14.
Jennifer Tichon 《Cyberpsychology & behavior》2007,10(2):286-289
Across a variety of operational environments, virtual reality (VR) is being increasingly used as a means of simulating hazardous work conditions in order to allow trainees to practice advanced cognitive skills such as problem-solving and decision-making. Replicating dangerous conditions particularly involving heavy machinery in the real world can be dangerous and costly. The use of VR is therefore appealing across many industries such as aviation, mining, and rail. However, while the number of training prototypes increase less focus is being given to appropriate evaluation of the training provided via this technology. Increasing skills acquisition and performance does not depend solely on the appropriate design of simulation training. Of equal importance are strong performance measures which can ultimately feedback on the success or otherwise of training and highlight any deficits to guide ongoing improvements. To ensure cognitive skills acquired in a virtual training environment (VTE) are transferable to the real world, training objectives need to be tied directly to realistic scenario events which in turn are directly linked to measures of specific required behaviors. 相似文献
15.
Gauthier I Tarr MJ 《Journal of experimental psychology. Human perception and performance》2002,28(2):431-446
Behavioral sensitivity to object transformations and the response to novel objects (Greebles) in the fusiform face area (FFA) was measured several times during expertise training. Sensitivity to 3 transformations increased with expertise: (a) configural changes in which halves of objects were misaligned, (b) configural changes in which some of the object parts were moved, and (c) the substitution of an object part with a part from a different object. The authors found that holistic-configural effects can arise from object representations that are differentiated in terms of features or parts. Moreover, a holistic-inclusive effect was correlated with changes in the right FFA. Face recognition may not be unique in its reliance on holistic processing, measured in terms of both behavior and brain activation. 相似文献
16.
Michael J Roy Deborah L Sticha Patricia L Kraus Dale E Olsen 《Cyberpsychology & behavior》2006,9(2):245-247
Continuing medical education has historically been provided primarily by didactic lectures, though adult learners prefer experiential or self-directed learning. Young physicians have extensive experience with computer-based or "video" games, priming them for medical education--and treating their patients--via new technologies. We report our use of standardized patients (SPs) to educate physicians on the diagnosis and treatment of biological and chemical warfare agent exposure. We trained professional actors to serve as SPs representing exposure to biological agents such as anthrax and smallpox. We rotated workshop participants through teaching stations to interview, examine, diagnose and treat SPs. We also trained SPs to simulate a chemical mass casualty (MASCAL) incident. Workshop participants worked together to treat MASCAL victims, followed by discussion of key teaching points. More recently, we developed computer-based simulation (CBS) modules of patients exposed to biological agents. We compare the strengths and weaknesses of CBS vs. live SPs. Finally, we detail plans for a randomized controlled trial to assess the efficacy of virtual reality (VR) exposure therapy compared to pharmacotherapy for post-traumatic stress disorder (PTSD). PTSD is associated with significant disability and healthcare costs, which may be ameliorated by the identification of more effective therapy. 相似文献
17.
Robust and effortless spatial orientation critically relies on "automatic and obligatory spatial updating", a largely automatized and reflex-like process that transforms our mental egocentric representation of the immediate surroundings during ego-motions. A rapid pointing paradigm was used to assess automatic/obligatory spatial updating after visually displayed upright rotations with or without concomitant physical rotations using a motion platform. Visual stimuli displaying a natural, subject-known scene proved sufficient for enabling automatic and obligatory spatial updating, irrespective of concurrent physical motions. This challenges the prevailing notion that visual cues alone are insufficient for enabling such spatial updating of rotations, and that vestibular/proprioceptive cues are both required and sufficient. Displaying optic flow devoid of landmarks during the motion and pointing phase was insufficient for enabling automatic spatial updating, but could not be entirely ignored either. Interestingly, additional physical motion cues hardly improved performance, and were insufficient for affording automatic spatial updating. The results are discussed in the context of the mental transformation hypothesis and the sensorimotor interference hypothesis, which associates difficulties in imagined perspective switches to interference between the sensorimotor and cognitive (to-be-imagined) perspective. 相似文献
18.
Manjuladevi Kuttuva Rares Boian Alma Merians Grigore Burdea Mourad Bouzit Jeffrey Lewis Devin Fensterheim 《Cyberpsychology & behavior》2006,9(2):148-151
Stroke is one of the leading causes of death and disability worldwide. Its prevalence calls for innovative rehabilitation methods. The Rutgers Arm is a novel upper extremity rehabilitation system consisting of a low-friction table, three-dimensional (3D) tracker, custom forearm support, PC workstation, library of Java 3D virtual reality (VR) exercises, clinical database module, and a tele-rehabilitation extension. The system was tested on a chronic stroke subject, under local and tele-rehabilitation conditions, over 5 weeks of training. Results show improvements in arm motor control and shoulder range of motion, corresponding to improved Fugl-Meyer test scores. Exercise duration, level of difficulty, and patient motivation were maintained under tele-rehabilitaion. A 1-week retention trial showed that gains were maintained. 相似文献
19.
Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception
and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest
strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function
exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the
effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception
of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual
reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical
goals while minimizing assumptions about the accuracy of virtual simulations. 相似文献
20.
Giuseppe Riva Fabrizia Mantovani Claret Samantha Capideville Alessandra Preziosa Francesca Morganti Daniela Villani Andrea Gaggioli Cristina Botella Mariano Alca?iz 《Cyberpsychology & behavior》2007,10(1):45-56
Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed. 相似文献